LeviLamina
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CommandUtils.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/game_refs/OwnerPtr.h"
7#include "mc/deps/shared_types/legacy/Difficulty.h"
8#include "mc/world/actor/ActorType.h"
9
10// auto generated forward declare list
11// clang-format off
12class Actor;
13class BlockActor;
14class BlockPos;
15class BlockSource;
16class CommandFilePath;
17class CommandOutput;
18class CompoundTag;
19class EntityContext;
20class FunctionEntry;
21class ItemInstance;
22class ItemStack;
23class Level;
24class LevelData;
25class Player;
26class Vec3;
28namespace Json { class Value; }
29class BlockPos;
30class Vec3;
31class Player;
32class Actor;
33// clang-format on
34
35namespace CommandUtils {
36// functions
37// NOLINTBEGIN
38MCAPI bool
39addItemInstanceComponents(::ItemInstance& itemInstance, ::Json::Value const& components, ::std::string& errorMsg);
40
41MCAPI ::Actor* addToLevel(::OwnerPtr<::EntityContext> entity, ::BlockSource& region);
42
43MCAPI void addtoCSVList(::std::string& list, ::std::string const& newItem);
44
45MCAPI void alterSpawnableEntities(
46 ::LevelData& levelData,
49);
50
51MCAPI void broadcastPlayerSpawnedMobEvent(::Actor const& entity, ::Actor& summoner);
52
53MCAPI void clearBlockEntityContents(::BlockSource& region, ::BlockPos const& pos);
54
55MCAPI void clearBlockEntityLootTable(::BlockSource& region, ::BlockPos const& pos);
56
57MCAPI void convertBlockEntityTag(::CompoundTag& tag, ::BlockActor const& entity, ::BlockPos const& offset);
58
59MCAPI ::ItemStack createItemStack(::std::string const& itemName, int amount, int data);
60
61MCAPI ::std::vector<::ItemStack> createItemStacks(::ItemInstance const& item, int amount, int& given);
62
63MCAPI bool createMapData(::Actor& entity, ::ItemInstance& itemInstance, ::CommandOutput& output);
64
65MCAPI void displayLocalizableMessage(
66 bool feedbackRuleDisables,
67 ::Player& player,
68 ::std::string const& message,
69 ::std::vector<::std::string> const& params
70);
71
72MCAPI ::std::string getActorName(::Actor const& actor);
73
74MCAPI ::Vec3 getFeetPos(::Actor const* entity);
75
76MCAPI ::std::vector<::ActorType> getInvalidCommandEntities(bool isChemistryEnabled, bool isCodeBuilderEnabled);
77
78MCAPI ::std::string getTelemetryErrorList(::CommandOutput const& output);
79
80MCAPI bool isFunctionValid(::CommandOutput& output, ::FunctionEntry& functionEntry, ::std::string const& resolvedPath);
81
82MCAPI bool isPlayerSpawnedMob(::Actor const& entity, ::Actor const& summoner);
83
84MCAPI void setDifficulty(::Level& level, ::SharedTypes::Legacy::Difficulty difficulty);
85
86MCAPI ::std::string toJsonResult(::std::string const& commandName, ::Json::Value const& rawData);
87
88MCAPI ::std::string const validatePath(::CommandOutput& output, ::CommandFilePath const& filePath);
89// NOLINTEND
90
91// static variables
92// NOLINTBEGIN
93MCAPI ::std::vector<::std::pair<::std::string, char>> const& CMD_INPUT_UNICODE_TRANSLATE_MAP();
94// NOLINTEND
95
96} // namespace CommandUtils
Definition Actor.h:102
Definition BlockActor.h:32
Definition BlockPos.h:17
Definition BlockSource.h:66
Definition CommandFilePath.h:5
Definition CommandOutput.h:19
Definition CompoundTag.h:13
Definition EntityContext.h:16
Definition FunctionEntry.h:15
Definition ItemInstance.h:15
Definition ItemStack.h:23
Definition Value.h:16
Definition LevelData.h:49
Definition Level.h:247
Definition OwnerPtr.h:7
Definition Player.h:123
Definition Vec3.h:10
Definition ActorDefinitionIdentifier.h:15